Progress indicator: finished, beta1 first public releaseThis post will keep updating during progress...

QUOTE

Current version: version1 beta1 (v1b1)

This is a combat map based on the storyline of ns_achio, Achio is a classic ns map which can be found here Achio Thread Achio will also be updated to be ns3.2 compatible

The achio readyroom has been designed to be one of the launchbays on the frigate TSA Cerberus, which is the ship the marines used to get to Achio. Now after finishing their mission on Achio their support ship Cerberus has been invaded by the Kharaa.

Instead of getting a well earned rest after their battle against the Kharaa on Achio, the marines now find themselves fighting for their lives. This ship must be defended if the marines want to get home. This is because Achio has been damaged severely and can not move under its own power. The communications array of Achio also has been damaged making Cerberus their only lifeline with Central Command.

Reinforcments might be send in a few weeks if Central Command won't receive confirmation of the mission on Achio within the next few days, its safe to say that waiting on that will be too long as well. The battle tired marines must retake the ship and once and for all eradicate the Kharaa from this planetary system.

Most important map features:

The map is moddeled to resemble a realistic ship layout as close as possible

Extreme external views of the ships external hull

Story based custom sky texture, TSA Achio is also seen on the skybox

The readyroom is the Loading Bay of Achio. And the marine start is the readyroom from Achio linking Cerberus as a followup map of the Achio storyline

A dropship in the readyroom, which is also present in the marinestart. Linking them together

Game type: ClassicLayout: This map will be build with level over level hallways. It will have extremely large external views onto the hull of Cerberus. And will be designed to resemble a ship layout, much like Achio was designed only this frigate is much smaller then the battlecarrier Achio. Achio will be seen on the skybox as well as Cerberus. Cerberus will only be viewable from the readyroom (Achio Loading Bay)Map class: SeriousSize: Small/MediumEnv_gamma: 1.6

Map areas:

Marine start:

Starboard Launchbay 2

Hive:

Engine Injection

Main engine

Starboard Cargohold

Starboard Launchbay 1

Bridge Tower

Main Engine Access, Port

Central Access Hallways

Communications Array

Post edited by Unknown User on December 2007

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Love the non linear steel angles, great very furturistic, slick stylen furturistic none of this industrial sterdy junker style, almost half higher alien tech created, looks like it could very well fit in side my REX jet, sort of a chorvet of ships.

Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.http://nex17.deviantart.com/search under digital art works

Love the storyline going into the map, and it seems like you whipped this up pretty quick! Of course, as a battle hardened, ns map maker, a co map must seem pretty trivial now!

Downloading!

edit: Err, I try to extract, but it tells me the "compressed (zipped) folder is invalid or corrupted" though I can see the files inside the .zip fine (even read the readme...)Downloaded it twice, same thing.

edit2: I can get the text files out by copying them, but the model, wad and bsp and all won't.

Works! Did a little run around, very nice work! Really like the style, particularly around the bridge tower area.

The weldables in marine spawn, maybe if you could make them make a sound up above, when they open or close anyway, that'd be nice. Took me a while to figure out what the heck these welds were doing. Just something to make me look up and go "aha!"

When I turn on developer 1, I see "Sprite: Missing frame 11" or something like that. Not sure what that's about... figured I'd let you know. (And yes, I was trying to cheat while I was figuring out those welds!)

And finally, the chairs... the damn model's in NS, sure do wish the "env_model" got implemented for ns. But as you've probably seen, the cycler models have really silly clip hulls. You can walk through half the chair, and hit an invisible wall above the seat. I've had success editing the ns.fgd for the cycler_sprite

and using this entity (which has no clip hull) and creating my own clipping for it in hammer. (Makes it harder to use for sprites since they just show up as pink boxes, but then, I don't use cycler_sprite for any sprites either.)

Yeah that chair is pretty annoying if not setup against a straight wall. I though I set a sound of them vent doors btw (probably forgot to save ) Also I'll have a look at that sprite missing a frame, not sure where the hell that sprite is supposed to be though...

I also had a nice custom skin for the command console, to further lay the emphasis on this being a followup map. But it can't have another skin because NS overrides my model setting...

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Hmm good idea --> They turned off the nano grid to save power on Achio resulting in it not being repaired by the nanites when loaded onboard the dropship. The other buildings still are deconstructed to get back some of the resources poured into the battle on Achio for the repairs needed on Achio... Once on Cerberus, the nanogrid there repaired the command console...

See it even fits into a believable story

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Kouji, between us: how many domesticated apes did you force to map for you in your basement? I mean already releasing another high class map, thats freaking awesome. I traveled around a bit and it looks very kouji stylish and nice . I got 3 issues: The main access hallways dont stand up to the rest of the map, especially the ramps. Something's not feeling right in there and I think it you could add some more details.The floor in the communication array is sometimes a pain for marines since if you fall in one of the pits it slows you down a lot. It wouldnt hurt too much if you clip it imho...The runtimes for the 2 main routes to the hive from ms differ too much in runtime: one takes about 20 secondes the other takes almost 40!

I also suggest that if you fall off the platform in the readyroom you should get autoassigned. Joining alien is not so easy either without using the f keys...

Off the record:I have about 3 domesticated chimps, one parrot and 2 goblins to do my bidding. The parrot is there to shout out orders when I'm not arround. Could be called second in command.

On the record:The "Kouji style" as you call it I kind of had the same texture style in mind for this frigate as on Achio. At the moment I'm even toying with the idea and poking arround in Hammer for a next map as seen in the post your screenshot threads (but don't tell anyone yet!)

As for those ramps, they have been bothering me as well. I ran out of ideas one might say About the pits in communication array, you mean the parts where the floor is a little bit lower? If so, clipbrushing will be there next time... I also think (for clip optimisation purpose) the outside should be clipbrushed, I got lazy and though why clipbrush it if I still have plenty to spare...

I'm also very much aware of the longer runtime of the top route. currently I'm not sure how to deal with that. Perhaps make the lower hallway longer and result into a U turn instead of a 90degree angle (y'know to make it longer or something)

RR needs some modification indeed. The RR of Achio was perfect for a combat MS, but it seems the Achio MS was not so good for a RR

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

When I turn on developer 1, I see "Sprite: No such frame 11" or something like that. Not sure what that's about... figured I'd let you know.

It appears to be something that occurs after getting a welder in co on any combat map (didn't test ns maps) in 3.2b2. (Just noticed it happen in my own map after installing it to my nsp folder to make sure it works in 3.2 as I've been using 3.1 as my test mule!)